Småland
Also called: 斯莫兰 Beta- Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
- Avoid: Trading guns in open water against peer DDs
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Småland Community Stats
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Småland Community Stats
Record History
Playstyle
Overview
Småland is a Tier VIII European gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Surveillance Radar is what sets her apart here: she can open a cap fight by revealing the defender instead of trading blind. She also packs the super-heal (1%/s, for 14 s, every 120 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. AA (494 AA DPS at 5.2 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best fires per minute in T8 DDs (10.7) and best torpedo range in T8 DDs (13.5 km).
Positioning
Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 11 km of reach against 7 km of detection leaves about 4 km in which you can shoot before the answer arrives. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.
Potato Avoidance
Trading guns in open water against peer DDs
Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. With no smoke to break the trade you cannot choose when it ends, and 19,200 HP is the whole budget.
Signature Traits
7.5 km range, 20 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Breaks smoke camps and wins the opening of a cap fight.
+30% speed (about +10.5 kt), 60 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.
10.67 fires/min, best of T8 DDs. Keeps DCP on cooldown.
- Long-range torps · 13.5 km
- Fast torpedoes · 86 kt
494 AA DPS, best of T8 DDs (median 236).
1.8 km torpedo detect, worst of T8 DDs. Spotted early, so targets get a long look and room to turn out.
How to get Småland
Småland is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,250,000 credits.
Show Pan-Europe tech-tree branch diagram
Småland sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.
Official WG availability sources
- Rust’n’Rumble II: New Weapons, More Fun 17,500 Doubloons 2025-03-14 Tier VIII default; exact price not in source
Builds
Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.
Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.
Cohort position
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Where Småland sits among Tier VIII DDs (26 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.
See 26 mid-pack stats
Not standouts for Småland -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.
Peers in this cohort
Compare Tier VIII DestroyersStats & specs
Customize in the Build Tool →ƒ
How far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.ƒ
How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 25 deg/s traverse speed = 7.2 s.ƒ
Zero upgrades: 4 broadside guns x 60 / 2 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 1.8 s all-upgrades reload = 133.3.HE shells
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20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).ƒ
1,750 HE damage x 4 broadside guns = 7,000.ƒ
Zero upgrades: 7,000 HE full-salvo alpha x 60 / 2 s base reload = 210,000. All upgrades (Main Battery Mod. 3 = -10% reload): 7,000 HE full-salvo alpha x 60 / 1.8 s all-upgrades reload = 233,333.ƒ
Zero upgrades: 120 shells/min x 8% fire chance = 9.6. All upgrades (Main Battery Mod. 3 = -10% reload): 133.3 shells/min x 8% fire chance = 10.67.AP shells
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floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (11 km), where the shell has slowed to 313.3 m/s: .ƒ
2,100 AP damage x 4 broadside guns = 8,400.ƒ
Zero upgrades: 8,400 AP full-salvo alpha x 60 / 2 s base reload = 252,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,400 AP full-salvo alpha x 60 / 1.8 s all-upgrades reload = 280,000.ƒ
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.ƒ
Base reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 80 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: s.ƒ
Speed of the top torpedo module (all-upgrades configuration, 86 kt); the stock torpedo module runs 76 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.ƒ
Estimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: .ƒ
The ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.ƒ
How long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): . The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.ƒ
Read straight from the game's own data: this torpedo carries a flooding-chance value of 1.73 per hit, shown as . Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.ƒ
Time to rotate the launchers 180 deg: .ƒ
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.ƒ
Effective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 144 from dual-purpose main battery firing as AA in this range band.ƒ
Effective DPS: 24 raw aura damage × 3.5 × 1 hit probability = 84 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 144 + Outer Medium 84 = 228ƒ
Effective DPS: 76 raw aura damage × 3.5 × 1 hit probability = 266 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 144 + Outer Medium 84 + Inner Medium 266 = 494ƒ
Each ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 280 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Every potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.ƒ
A flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one main battery mount is operational - even losing every other AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 5.2 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
top speed / 4 + 4.9 = 35 / 4 + 4.9 = 13.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.ƒ
Seconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (34.6 kt of 35 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.ƒ
Air detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Base sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Base air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost3 charges · 100 s reload · 60 s active · +30% speed bonus
Repair Party2 charges · 120 s reload · 14 s active · 2,688 HP (14% of max HP) total heal (per charge) ƒ
Heal per second (1%) x effective active time (14 s) = up to 14% of max HP restored per charge.ƒ
14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.ƒ
1% of max HP (19,200 HP) per second = 192 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Surveillance Radar2 charges · 180 s reload · 20 s active · 7.5 km radar range ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost ƒ
Repeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
See all derived stats
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All values are ship base stats with modifications and upgrade changes denoted inline.
Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.
Main battery formulas
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.Vertical dispersion ellipse height at max range: How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 10981.3 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (11 km), where the shell has slowed to 313.3 m/s: .AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula . Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 825 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 825 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).floor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.All 4 barrels bear on the broadside.180 degrees / 25 deg/s traverse speed = 7.2 s.1,750 HE damage x 4 broadside guns = 7,000.2,100 AP damage x 4 broadside guns = 8,400.Zero upgrades: 7,000 HE full-salvo alpha x 60 / 2 s base reload = 210,000. All upgrades (Main Battery Mod. 3 = -10% reload): 7,000 HE full-salvo alpha x 60 / 1.8 s all-upgrades reload = 233,333.Zero upgrades: 8,400 AP full-salvo alpha x 60 / 2 s base reload = 252,000. All upgrades (Main Battery Mod. 3 = -10% reload): 8,400 AP full-salvo alpha x 60 / 1.8 s all-upgrades reload = 280,000.Zero upgrades: 4 broadside guns x 60 / 2 s base reload = 120. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 1.8 s all-upgrades reload = 133.3.Zero upgrades: 120 shells/min x 8% fire chance = 9.6. All upgrades (Main Battery Mod. 3 = -10% reload): 133.3 shells/min x 8% fire chance = 10.67.Torpedoes
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.2 launchers x 3 tubes.8 (centerline launchers train across - full salvo to either side).All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 9,800 = 78,400.AA defense
Only families that reach 5.2 km contribute at the outer edge of the AA bubble. In-game families: Bofors 40mm70 SP48 v2 6x1 -> 266 DPS @ 3.5 km; 57mm 60 Bofors M50 SW 1x2 -> 84 DPS @ 4 km; Far AA (?) -> 144 DPS @ 5.2 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 4 km; dual-purpose mount auras extend it.Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.Armor Beta
Hull HP 18,000 → 19,200 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.
Overmatched by 132+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 19 mm primary (range 19–20 mm) | 2,200 (11% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP. |
| Hull (midship) | 19 mm primary (range 16–19 mm) | 13,900 (72% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 19 mm primary (range 16–20 mm) | 1,900 (10% of HP) | Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm19 mm: HE pens from 127mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 20 mm primary (range 13–20 mm) | ≈ 165,500 (effectively no cap) | Citadel pen: full damageOver-pen: ×0.10 damage | Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10. |
| Superstructure | 19 mm | 1,500 (8% of HP) | Any HE ≥16 mm pens at full damage | Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP). |
| Turret (module, per magazine) | separate HP pool, does not drain ship HP | 9,300 magazine HP | Turret knocked out | Per-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster. |
| AA mount (57 mm mount) | separate HP pool, does not drain ship HP | 200 per-mount HP | Destroyed at 0 HP | Per-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast. |
| Rudder (module) | separate HP pool, does not drain ship HP | 5,600 module HP | Incapacitated at 0 HP | When module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party. |
Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.
Ship Charts
Balance History
Balance updates affecting Småland. Cards are condensed; use each source link for full context.
Ministry of Balance: Anniversary Tune-Up
- credit earnings increased by 5%; XP earnings increased by 2%.
Ministry of Balance: Skillful Adjustments
- Stock hull ship HP increased from 16,500 to 18,000:
- Stock bow HP increased from 2,000 to 2,200.
- Stock stern HP increased from 1,700 to 1,800.
- Stock hull HP increased from 12,400 to 13,500.
- Stock steering gear HP increased from 5,000 to 5,400.
- Stock superstructure HP increased from 1,300 to 1,400.
- Upgraded hull ship HP increased from 18,500 to 19,200:
- Upgraded bow HP increased from 2,200 to 2,300.
- Upgraded stern HP increased from 1,900 to 2,000.
- Upgraded hull HP increased from 13,900 to 14,400.
- +3 more official change lines in the source post.
Ministry of Balance: Spring Renewal
- Main battery reload time reduced from 2.1 to 2 s.
- Stock torpedo reload time reduced from 100 to 90 s.
- Upgraded torpedo reload time reduced from 90 to 80 s.
Skins & permanent camouflages
Every custom exterior Småland can equip, from in-game data.
DefaultThe ship’s standard exterior
Rnr SmallandDecorative
Primary official WG sources
Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.
